By pushing harder and overfilling the bucket you need to prioritize more than if you planned perfectly, forcing a more ruthless filtering of what is important. Crunching forces you to cut. Without this pressure there is no challenge to the original ideas and priorities, which could very likely be wrong ...

Hi Ben Kenobi , r n r nThe article has been updated to make that point a bit more clear. I hope this helps. I tried to keep the article short while still pointing to examples that developers could actually use and think about while building their games. The goal ...

Speaking as a designer from a Zynga product and this product in particular , I can assure you that I did not come to resent the players of Adventure World. Trying to make a game appealing for an audience beyond yourself is actually an interesting design challenge and a valuable ...

I disagree with this for two reasons: 1. A game doesn't need to be synchronous to be social. I have a been playing strategery http://strategerygame.com/ with a friend for months now and we never play it at the same time. We talk about the games when we are not playing, ...